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-   -   Making Morrowind Harder (http://www.ironworksforum.com/forum/showthread.php?t=63749)

booklord 06-22-2004 01:04 PM

I got Morrowind for the X-Box last summer. Played it for a while and developed two characters. A Dark Elf spell-caster and a Nord Warrior. Both became extremely powerful. Actually too powerful. Once they gained enough power they just couldn't be stopped. The game has a wonderful feel to it, but my characters became boring to play after a while.

Here's a list of things I feel would have helped make it harder and more challenging.

</font>
  • After gaining a skill increase through practice, you cannot gain another increase for that skill until 5 * (skill level) seconds have passed.</font>
  • Potions cannot have cumulative effects. Particularly fortify int potions.</font>
  • Restore Health, magick potions need to have their healing processes stretched over a time period. During which taking another will stop the effects of the first.</font>
  • The Robes of St Roris need to be reduced in effectiveness stat!</font>
  • More enemies need to be capable of taking on flying opponents with either flight capabilities or range weapons.</font>
  • Corprus should not leave lasting increases to strength and endurance after it is cured.</font>
  • Soul gems should lose any possessed souls the second you drop them from your inventory. As such occupied soul gems would have as much value as empty soul gems to vendors.</font>
  • Vendors should have limited interest in custom made potions. ( 10% normal price? )</font>
Can anyone think of anything else? Or have I gone too far?

[ 06-22-2004, 01:05 PM: Message edited by: booklord ]

Aelia Jusa 06-22-2004 04:42 PM

I think the things you've listed are okay. However they're not things that the game should necessary have had to implement - most are things that you could do yourself to make it harder for you - just because potions are cumulative doesn't mean you have to have 10 and then say, well this is a bit much! I didn't know corprus had any effects other than immunity to disease - I recently did that bit and my strength and endurance went back to normal levels when I was cured [img]graemlins/confused2.gif[/img]

I think there are built in things that stop you from becoming too powerful too fast anyway, at least if you don't exploit things. For example, the lack of any merchants with substantial cash - the only convenient one has only 5000 per day. Sure you can do the whole 'buy his inventory and sleep and make millions' but that's not what the game intended. Similarly the master trainers being in generally inconvenient locations, and training being very expensive.

Plus, I dunno, but what do you expect? Rushing about questing for months (gametime) is going to make you really tough! What I'd expect really. It would be annoying if by the end of it you couldn't best most opponents *shrugs* [img]smile.gif[/img]

Stratos 06-22-2004 05:02 PM

Something I would like to see is that both you and your enemies does more damage each hit. As it is now, battles fall into two categories; 1) you kill the enemy without breaking a sweat and 2) it's a battle of attrition.

promethius9594 06-22-2004 05:48 PM

not for me stratos... i dont have alot of hit points, but i DO have alot of sneak. mine are always one sided battles with a critical damage strike that usually ends the fight... otherwise i run. thats what we assasins do.

Gabrielles blades 06-22-2004 10:31 PM

a mod with super powerful creatures added would be good. those creatures could be the guards of special places so you dont run into them when your too weak.

could also add in tougher creatures randomly throughout.

if not that, then they could tune spell casting and enchant equipment to be more balanced.


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